tile area help please?

im trying to create a new nebula design in the game and im trying to figure out how it works

i think i need to create a new design in the tileareadefs but im not sure how it works

 

heres an example

 

<TileArea>
<InternalName>SimpleNebulaMedium1</InternalName>
<Width>6</Width>
<Height>7</Height>
<Layout>
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
00000000000000000000000000000000
01100000000000000000000000000000
11000000000000000000000000000000
11000000000000000000000000000000
11200000000000000000000000000000
01111000000000000000000000000000
00111100000000000000000000000000
00011100000000000000000000000000
</Layout>
</TileArea>

 

so i assume the width 6 height 7 references how wide and tall the nebula is

then i assume the 0's are tiles that will have no nebula and 1's will have nebula

but what is 2?

why are there all the extra lines? for height and width?

anyone have any thoughts

4,640 views 3 replies
Reply #1 Top

The schema indicates it's a byte array. The width/height refers to the bits that are 'active'. Count the height up from the bottom left corner, and the width to the right of it. this square is the 'active' bit of the array. The number 1 probably refers to generic nebula type, and 2 refers to either a special graphic or an area of some other relevance. 

 

I'd suggest trying changing all the 1s to 2s and seeing how the nebula turn out. The sheer size of the bit array means we can generate some fairly large and cool-looking features if we so choose.

Reply #2 Top

i made a quick change to no effect by changing both the tile and nebula defs files to create a 1 hex nebula for the map editor but had no luck

i called the new nebulatiny and said it was 1x1 and changed the array to only have a 1 in the bottom corner

Reply #3 Top

As a wild guess, could the "2" be where elerium would show up?